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  1. Replies
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    Sticky: Re: NTW3 v9.3 mod download & technical issues

    Ok guys. I have installed the mod. Pretty straight forward-extract into Napoleon folder. I have installed core 9.4, campaign files for 9.4 and upgraded with 9.5 patch. Now I have issues
    1. I get ctd...
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    Re: Game won't Launch!

    Wasn't able to find a fix yet
    By your description you, at least can launch it without mods? I can't do even that. And The Three Kingdoms folder and contents aren't ever created in %Appdata%
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    Re: Game won't Launch!

    It starts definitely, I don't see it in task manager, but when I used Sysinternals Process Explorer, I have seen the launcher process starting and then closing almost immediately


    I think so too,...
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    Re: Game won't Launch!

    Hi all
    I would like to have an assistance here
    My game runs pretty much fine on my desktop, but simply will not launch on laptop
    My laptop config is way better then desktop. For example my...
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    When I typed my message, I was imperium 5 and 267 turns. Script fired 3 turns later, so all is good now.
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    dresden, I am truly sorry, it probably seems easy and obvious to you, butI do not follow
    Like I said-I have researched roman units upgrades and imperial units upgrades - how do I reach Marian...
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Hi
    This question was probably asked million times, but looping through 252 pages is quite a lot...Thus I am sorry, but I'll ask it again:
    For some reason I am unable to build 3'rd lvl auxiliary...
  8. Sticky: Re: [Download & Installation] Divide et Impera 1.2.3e - Rise of the Republic August 17

    lol
    That only works if you have game installed and playing actively
    If you, however, removed it, nothing will be downloaded :)
    So...while I am considering to bring it back-what does it say on the...
  9. Sticky: Re: [Download & Installation] Divide et Impera 1.2.3e - Rise of the Republic August 17

    Hi, can you also please post the build that current mod supports-I've lost count with their patches already
  10. Sticky: Re: [Download & Installation] Divide et Impera 1.2.3c - Updated June 23!

    Please place load order into info, even if only official DeI are used it's unclear if part 1 (TWC version) should be above or beyond part 2
  11. Sticky: Re: [Download & Installation] Divide et Impera 1.2.2g - Updated January 8

    Sometimes I do:)
    Have pre-latest for Attila
    So I thought I might check the build
  12. Sticky: Re: [Download & Installation] Divide et Impera 1.2.2g - Updated January 8

    Another stupid question
    If I have ED, does it mean that I automatically have patch 18?
    17561.1238328 - that's my build
  13. Sticky: Re: [Download & Installation] Divide et Impera 1.2.2g - Updated January 8

    I am sure the question was answered more than once but...Is 1.2.2g Empire Divided compatible?
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    Re: [Support] Divide et Impera FAQ

    Is it possible, then, that something functions incorrectly? Because you know - 10 turns and one of the majors gone? With all the defending bonuses and increased garrisons?
    I'll try some more...
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    Re: [Support] Divide et Impera FAQ

    Well that's to increase AI survival abilities. I have started test run and Athens was destroyed by Macedon in 10 turns...
    What about this one?...
  16. Re: [Official Submod] XIIICaesar's Legions of Rome - Divide et Impera (DeI) Ed. ***6-6-2016 UPDATE***

    It is said in the install instructions "***NO LONGER WORKS AFTER PATCH 15***"


    ​So does it mean I can no longer have this mod with DeI 1.1 and patch 17?
  17. Replies
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    Re: [Support] Divide et Impera FAQ

    Hi I have gone through FAQ and guides and haven't found an answer.
    I am new to DeI, so please, be patient.
    So:
    1. After running DeI, I have paid attention, that buildings icons in the game are...
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    Re: [Feedback] Impressions, Critiques and Requests for 1.1

    Hi
    I've noticed that macedonian wars replaces with original Wrath of Sparta.
    If I "bring it back" with submod, what happens to units - do I have only vanilla Spartans and the rest of Greeks or...
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    Re: [Tech] Bug Reports 1.1 Version

    Where do I cancel this option? I haven't seen i games options ability to choose patches
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    Re: [Tech] Bug Reports 1.1 Version

    Hello guys
    I have a question with stupidity level overwhelming, still, please answer.
    So I haven't played RTW 2 for 2 years now, since 2 years back the game was crap with save-incompatible fixes...
  21. Sticky: Re: [DOWNLOAD] Ancient Empires: Total War Attila *Custom Battles Only* - Updated 3/10/2016

    Hi people.
    Any chance, the mod will be available from a single source?
  22. Replies
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    Re: Guaranteed Major Faction Empires

    And where should it be in load order?
    I, for one use Better Aggressive CAI and Toon's AIOM with sub-mods
  23. Re: Better Aggresive CAI for Rome 2 V 2.8 Official Release

    What about non-roman factions? can they use the formations as well?
  24. Re: Better Aggresive CAI for Rome 2 V 2.8 Official Release

    Any1 can recommend a good additional formations mod, that would be compatible with Better Agressive CAI and with Toon's AOI?
  25. Re: Medieval Kingdoms Total War: Second Release! (For Rome 2)

    Collateral_dmg. So does it work with EE or does it not?
    If yes-what are the instructions? Post them here. There should be one central place to read all-not scattering all over the net
  26. Re: Better Aggresive CAI for Rome 2 V 2.8 Official Release

    In previous version I had wedge formation for melee infantry in grand campaign(not sure if it came from you or Toon), but now I don't...Is it your doing or his?
  27. Re: Better Aggresive CAI for Rome 2 V 2.8 Official Release

    What about artillery BAI, if I am using AIO? Do I still need separate file?
  28. Re: Better Aggresive CAI for Rome 2 V 2.7 (Fix) + V 2.8 Beta

    Yes, that's my load order. Well, with your mod on top, of course. Strange...None of my saves works??
    Really strange. I, at least can load them...
    Did you put them to /AppData/Roaming/Creative...
  29. Re: Better Aggresive CAI for Rome 2 V 2.7 (Fix) + V 2.8 Beta

    Yes, Toon updated his mod, which reminds me to download the latest version
    Here are the packs, you've requested
    http://rghost.net/7pFxTyl5j
    http://rghost.net/7pZ2DDjLM
    http://rghost.net/7NgRqB2Ff
  30. Re: Better Aggresive CAI for Rome 2 V 2.7 (Fix) + V 2.8 Beta

    Here's an idea: make something Darth did with Empire: add some "by default"(not dependent on some buildings) troops to garrisons, so's conquest by either AI or player will not be easy....
  31. Re: Better Aggresive CAI for Rome 2 V 2.7 (Fix) + V 2.8 Beta

    Thanks,

    A suggestion: in 2.8 Normal, it'd be better if you'd make AI units upkeep -25%, instead of -10 percent. Human can use general traits for increasing economical output and dignitaries. AI...
  32. Re: Better Aggresive CAI for Rome 2 V 2.7 (Fix) + V 2.8 Beta

    Ok.
    Here are the links for my 2 saved games
    http://rghost.net/8szLf2DFK
    http://rghost.net/8hGzMzhSr
    Tried on both to switch between different difficulty levels(they are actually the same game,...
  33. Re: Better Aggresive CAI for Rome 2 V 2.7 (Fix) + V 2.8 Beta

    Do you want my save? Probably will help you, when you'll start working on mods-compatible version.
    Like I've said previously - the problem probably in something, that makes difference between the...
  34. Re: Better Aggresive CAI for Rome 2 V 2.7 (Fix) Grand Closing Edition

    Ok. So, I'll just switch to normal one or may be the hard one.
    Making beta open sounds like a good idea - you'll, probably, be able to find bugs more quickly.

    UPDATE: When I switched to AIO_2.7...
  35. Re: Better Aggresive CAI for Rome 2 V 2.7 (Fix) Grand Closing Edition

    Turn 125 now.
    The thing is-with 2.6 I have also played easy, but half map was at war with me. Not that it bugged me too much, since I had no common borders with 70% of them and they also fought each...
  36. Re: Better Aggresive CAI for Rome 2 V 2.7 (Fix) Grand Closing Edition

    Indeed, it helped. at least for now: I'll continue to monitor.
    Got another issue (installed easy) - all factions all of a sudden became peaceful-some even offered me pretty large sums of money for...
  37. Re: Better Aggresive CAI for Rome 2 V 2.7 (Fix) Grand Closing Edition

    Hi
    I've already tried, what you suggest in step 1 and there was no problem. Sorry, mate, it's yours :(
    Where to must I upload the file?
    Mod list:
    Batter AI v 2.6_Easy_Edition.pack
    AIORome2.pack...
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    Re: Rome2 vs RSII - Where are we?

    Well that's too bad.
    I agree, that the traits system(how do I put it it diplomatically?) sucks and possibility of adding settlements are limited, but TW, starting from Empire shifted to a direction,...
  39. Re: Better Aggresive CAI for Rome 2 V 2.7 (Fix) Grand Closing Edition

    Junaidi83 de Bodemloze
    Please note, that for some reason the game with your mod, starts faulting after turn 100+. I've had it twice in grand campaign. First time at 115, second at 121 and onward....
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    Re: Rome2 vs RSII - Where are we?

    I'd like to ask a sort of different question:
    Will there ever be RS3, based on Rome 2?
    Indeed, Rome 2 has many flaws - for instance (like it was correctly pointed out), there are few cities and...
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